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Messages - heromic

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1
any new info about pc version? i want to play it in english, it would be so cool!

2
oh, and how can i make enc-none funcional in the deep sea?
my game crashes every 5 battles down there (don't know why), and i can't reach ultimate weapon with that many battles!
if can't be done, how can i deactivate battles in that map?

3
Thanks, Callisto, now atb works fine!
i think you haven't added all those lines in the new update, there's some lines missing there.

another thing:
how can i change the critical lv value of limit break
i inserted some values from somewhere (don't remenber who give the code) and the limit comes only when hp is very low, but unfortunately it comes only at critical lv1. i don't know how to change to other critical lv and how to change how much HP left to trigger limit. i just don't understand hexadecimal numbers.
the text i used is this:

#+400000
#Crisis Level Check
#941F0 - Start

#Formula:
#HPMod=2500*CurrentHP/MaxHP
#DeathBonus=DeadCharacters*200+1600
#StatusBonus=StatusSum+10
#RandomMod=[0..255]+160 - 942E7
#LimitLevel=(StatusBonus+DeathBonus-HPMod)/RandomMod

#Random MOD 0-255 + 160 [Set to 0 for no variance]
942E7 = 83 E1 00 90 90 90
#Default: +160, Current = +255
942F2 = 81 C1 FF 00 00 00

#Change this to EB 09 (or JMP 494329) to set 'fixed' crisis level proc
#or deactivate limits altogether with 0
#9431E
EB 09

#94329 - Where crisis level 4 checked for, can be changed to any level or 0

4
where is the Ultima version? i'm waiting...

5
Hi Callisto. Which lines / files have you changed to make these ATB modifications?
i have a fully customized game now and want to make just the changes on atb without overwriting entire files if possible

**EDIT** Ok i tried to overwhite all archives and doesn't seem to be working, when i select target in wait mode the time still goes on. and the enemies are still attacking like crazy.

6
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-11-15 20:06:40 »
yes.

but its breathtakingly broad.

like instead of subpoenaing one specific address, in the USA, i subpoena every address in all 50 states, of the USA.

combat changes: EVERYTHING related to fights, like i've said.
if anything new on this mod exists in combat, that thing i want.
every other thing? everything about every other thing aside combat.
if anything new exists outside combat, i don't want.
if i specify i must paste all the changelog of new threat.
i don't think this is necessary.

7
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-11-15 18:34:53 »
ask specific questions, instead of one generic question, and i'll try to answer you.
i've quoted my question there.
i asked how can i get just the combat changes (enemies formations, enemy stats, new encounters, etc)
i like a lot these changes and want to play just with it, and without the other changes outside battles (materia, characters stats, field edits, items, quests etc)

8
Releases / Re: [FF8PC - Steam] New Threat Mod (v0.3)
« on: 2021-11-12 22:05:30 »
hi. how can i change the CL parameters?
i want to make character have low hp to activate instead of 50%, and maybe use just CL 3 and 4, i don't want cl 1 and 2,
how can i change it in the files?

9
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-11-12 22:03:19 »
Hi. Can I have Just the combat changes? (enemy a.i, hp, formations, new encounters) and none of the materia / item / equip / field / text /status / character / limit changes? how can I do this?
please can someone answer me? i like the combat changes from this mod and want to play just with it!

10
How can i change the limit's CL? which tool i must use? (i want to make limit appear when hp is higher than usual, changing from 10% of max hp to 15% of max hp, for example)

11
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v2.0.991)
« on: 2021-10-31 11:19:39 »
Hi. Can I have Just the combat changes? (enemy a.i, hp, formations, new encounters) and none of the materia / item / equip / field / text /status / character / limit changes? how can I do this?

12
this auto-run mod is incompatible with Cosmo Memory.
when i enable footsteps sounds it locks autorun and i cannot turn it on.
we need an updated version :(

13
7th Heaven / Re: Reunion + 7th Heaven - The Final Answer
« on: 2021-09-19 17:59:41 »
do you know how can i get at least the ogg files from reunion mod and put on 7th heaven? i really like the 'almost ps1-like' music from there. but i never know how to make things like these :(

14
oh yeah, i'm still looking for 7th heaven compatibility.. years after! this mod is promising!

15
This is the best mod alongside the lighting mod!
i have 2 requests / questions:

1. one thing i wish i could do is lower a little just the volume of the footsteps sounds, it's a little loud for my taste.
how can i do it without lowering everything else?
i unpacked the .iro, the footsteps are all from the 5000's range or there's more ogg with them?
i lowered and repacked but it crashes the game.
how can i make loose files only from footsteps for the game? or you can help me with another ways?

2. which is the battle swirl ogg? i like the original from ps1 and wish to use it!
again can i make loose file for the battle swirl sound too? how it works?

thanks in advance!

16
Hi. Just come to say one ability is extremely overpowered: that who hit everyone the damage equal as how much you walked. (sorry i just forgot the ability name!)
that alone is more powerful than any attack and any magic and hit everyone, no magic or attack hit everyone until disc 3.
and i haven't walked more in the game than the necessary to make the main quest and some sidequests.
i was hitting almost 2000hp on everyone each time on the prison. that is a bit too much, i think. how can i change the damage formula of this on the tools?

17
Hello everyone !!

I played the Remastered version of FF8 some time ago and want to play it again, but, for some reason, the Remastered version works awfull in my PC and i prefer the 2013 steam version (i think Ragnarok 2013 is one step ahead of the Remastered version and i would like to play it from the beggining :)

I never used tombery mod with the graphic updates so, here is my question ... Is this mod compatible with Tombery mod ????

And is there any step or is the installation the same ?

Thank you :)

i think ragnarok mod needs tonberry mod to be installed first.
it's all on the first post, you can read it carefully.

...where is Callisto? i want the new version!!!
this topic is becoming forgotten, almost no one posts here now :( i hope this mod have more visibility to return in full form!

18
hi. any dates for when you'll post the next update?

and could you suggest at which level the party is recommended to be at some points in the game, like the way you have intended?
example: level 10 at ifrit, level 15 at gerogero, lv 30 at iguions, etc.?
i really want to play a 'recommended' level playing of this mod without being overpowered / underpowered. (right now i'm fighting NORG with squall lv.44 and my ass is being kicked hard... i'm still trying to find strategies to beat it!

19
Unfortunately, I've never made a list of the actual script changes under each field ID, so I'm afraid you'd have to spot them yourself for now.

So i can copy each field you've listed and copy your entries of the script changes on these same fields and paste on the translated archive and go with it? i really want to enjoy the mod in Brazillian but with your changes (i will translate them too on the process)
what about the other tabs? (walkmesh, encounters, etc)

**EDIT** the edited field.fs in brazilian appears to be protected. i can edit the ragnarok file but can't edit the translated field.fs file. i can't add nothing. is this file really protected? how can i bypass this? i didn't knew this can be done with these type of archives.

20
another thing: to counter the extreme benefits of Triple i opened Doomtrain and added allmost all the side effects: slow, poison, darkness, petrifying, zombie, curse and vit0!
so if you want to be overpowered with triple meteor you must endure those side effects!
same with double, but just with slow, poison and petrifying.
they also now have an extremely hard resistance to draw.
oh, and because all of this, all remedy items, esuna and gf treatment ability removes double and triple too!

[edit] i play your mod in normal version and i've made many changes on kernel.bin with doomtrain to suit my personal tastes.
if i wish to change to lionheart mode can i keep my kernel and replace just the other files from lionheart? (enemies being the most importante to be harder)

21
Hi, callisto, i'm enjoying so much this mod! <3
i'm brazillian and have the translation to my language and i'm trying to merge with your mod, at least just the main quest. it's all on field.fs
what did you changed on it? can i replace it with my field.fs with the translation?
or it will mess heavily with encounters, quests and other things?
i cannot manually add the texts on your arquive using deling because.. it's more than 10.000 lines of text, aaaaahhh!
is there any easier way with some program to replace so much text without ctrl+c, ctrl+v for each one of the textboxes in the game?

22
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-17 20:43:08 »
It's a great idea someone makes an in-depth walkthough of the NT game on gamefaqs.com! Or at least create a topic with all new content and how to obtain each one.

23
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-06 00:08:02 »
Nevermind my previous post. Game keeps crashing anyways. Realized though that if I'm using New Threat there's not much point in using The Reunion since I can't have Beacause... I'm considering switching over to New Threat, but I gotta ask... Am I missing out by not having Beacause? I can not make up my mind, this is my first full playthrough of the game so I'm struggling to decide which mod is best for that.

i think you can start with beacause, it fixes various spelling errors and add dialogues missing from original game. it doesn't change gameplay in any form.
New Threat changes gameplay in all areas, definitively it's for a second run of the game.

24
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-03 16:36:28 »
ah, okay, i understand. thank you so much! now i can rest in peace without thinking about the document :v

so i suggest sega chief to add (if you didn't done it already) on version 2.0 a completely new Weapon Monster on the world map (if this is possible of course) after doing some puzzle solving or something like this, weapon monsters never are enough in FF games. Shame they doesn't exist anymore on newer games :/

25
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.5)
« on: 2020-05-03 16:20:30 »
silly question: the documentation folder contains a note called "where is the thing"
i don't like spoilers, so i never opened it to read.. but i can't ignore it every time i open that folder.
this 'thing' is a secret monster? a secret weapon? a secret Weapon Monster? (the most wonderfull thing in the world if you make this happen!)
i just want to know parcially, not what exactly is it  :roll:

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